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IEEECGIV
2005
IEEE
14 years 5 months ago
A Practical Implementation of a 3-D Game Engine
Creating a 3-D game engine is not a trivial task as gamers often demand for high quality output with top notch performance in games. In this paper, we show you how various real-ti...
Thomas C. S. Cheah, Kok-Why Ng
IEEECGIV
2005
IEEE
14 years 5 months ago
Combinations of Range Data and Panoramic Images - New Opportunities in 3D Scene Modeling
The paper informs about rotating line cameras (which capture images of several 100 Megapixel), their use for creating (stereo) panoramas, and how they can be used for texturing cl...
Reinhard Klette, Karsten Scheibe
DCC
2005
IEEE
14 years 5 months ago
JPEG2000 and Motion JPEG2000 Content Analysis Using Codestream Length Information
The widespread adoption of the JPEG2000 standard calls for the development of computationally efficient algorithms to analyze the content of imagery compressed using this standard...
Ali Tabesh, Ali Bilgin, Karthik Krishnan, Michael ...
DCC
2005
IEEE
14 years 5 months ago
Fast Index Assignment for Balanced N-Description Scalar Quantization
In this paper, we address the design of any number of balanced descriptions using multiple description scalar quantization(MDSQ), based on fast index assignment. The proposed sche...
Ivana Radulovic, Pascal Frossard
DCC
2005
IEEE
14 years 5 months ago
Source Coding for a Multihop Network
Wei-Hsin Gu, Michelle Effros
VRST
2006
ACM
14 years 5 months ago
Utilizing jump flooding in image-based soft shadows
This paper studies the usage of the GPU as a collection of groups of related processing units, where each group communicates in some way to complete a computation efficiently and...
Guodong Rong, Tiow Seng Tan
VRML
2006
ACM
14 years 5 months ago
A case for 3D streaming on peer-to-peer networks
One of the most serious issues holding back the widespread of 3D contents on Internet has been their inaccessibility due to large data volume. Many compression and progressive tra...
Shun-Yun Hu
SI3D
2006
ACM
14 years 5 months ago
Jump flooding in GPU with applications to Voronoi diagram and distance transform
This paper studies jump flooding as an algorithmic paradigm in the general purpose computation with GPU. As an example application of jump flooding, the paper discusses a constant...
Guodong Rong, Tiow Seng Tan
SI3D
2006
ACM
14 years 5 months ago
Normal mapping for precomputed radiance transfer
Normal mapping is a variant of bump mapping that is commonly used in computer games. It models complex surface variations by explicitly storing a surface normal in a texture map. ...
Peter-Pike J. Sloan